BATTLE MAGE SECRETS : FOG OF WAR

in Splinterlands13 days ago (edited)

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Fog Of War is a classic and mostly met ruleset in Splinterlands battle. Fog Of War will negate the Snipe, Opportunity, and Sneak ability. This is a huge blow to melee cards, since melee would rely on them to participat on the back row. So palyers will be inclined to use more ranged and magic cards compared to melee. It will be an advantage for players with powerful ranged and magic collection, but it will not always the case, as its an easy to guess and liabile against setup counter attack.

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Pros & Cons

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1. Formation will find difficulty to target mid and back row; meaning Support cards and damage dealer ranged or magic cards safe from any ambush attack.
1. Outside those three abilities, only Scattershot ability are not nullified; meaning having Scattershot open any chances to deal ambush attack (although they strike on random targets).
2. Several Striker melee cards will be rendered useless, mainly because they have high damage but low health.
2. Its better to deploy ranged and magic cards for the back-row position, which means the formation have higher exposure from Headwinds or Silence effect.
3. Having powerful Tanker cards will be an advantage considering most attack will now target the front row.

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Best Cards To Use

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WATCH BATTLE

So here we have the battle experience with Fog Of War as the ruleset. Click BATTLE LINK to see how the battle run.


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The battle has a maximum 59 mana cap, with Fog Of War, Weak Magic, and Are You Not Entertained? as the rulesets. There will be Fire, Water, Death, and Dragon Splinter available to use.

For this battle I bring the rarely used Eternan Brune as the summoner. The card only at Level 2, which would limit my formation capability. But I expect the armor debuff and the extra Gladiator would help me lead the battle. With abundant mana cap, I decided to go with Mantoroth, then followed by Chimney Wallstop. Both should be solid enough to hold the frontline. Next I focus on the hard-hitting cards, since I expect my opponent to go with tough Tanker. I forgot that Opportunity and Sneak are useless, and mistakenly deploy Fina Voxom and Sand Worm. Luckily I have Lava Launcher and Rush Townsend, both ranged with 3+ damage to storm the bastion.

My opponent pick Possibilus The Wise as the summoner, a well choice. The frontline are led by Djin Oshannus followed by Noa The Just, which up behind followed by Kulu Mastermind and its Weapon Training. Next there is Coastal Sentry. These row of melee will only be more difficult to deal when the front-row are taken down one by one. And then there Venari Marksrat working as a Martyr trap, where fortunately I didn't bring any Snipe. Last but not least are Drybone Raider, a very perfect choice, since its ranged attack will deal damage in long round.

In total I spent the whole 59 mana, while my opponent only spent 53 mana.

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The battle are opened with Ambush from Rush Townsend to Djinn Oshannus but missed. Then the battle run slowly as both formation only have 4 cards each which able to attack. Noa The Just and Djinn both deal a significant 4 damage to Mantaroth, while Drybone Rider ranged are nullified due to Shield. Mantaroth and Chimney missed its attack, but Rush and Lava Launcher deal a total 7 damage to Djinn.

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Entering Round 3, my formation gained the upperhand as Djinn Oshannus falledn down, and Chimney connect its attack to broke down Noa The Just armor entirely. With this I'm leading the battle, but Kulu Mastermind is heading up next.

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Round 4 and the momentum of the battle didn't left me. Rush Townsend and Lava Launcher strike to left Noa The Just with 1 health remaining. And althought Mantaroth missed its attack, this allows Chimney to deliver theh finishing blow and claimed its first Bloodlust. With Noa The Just gone, Rust ability are gone, and Mantaroth reclaimed its 2 armor, extending his survivalability.

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Round 5 turn into a massive counter-attack. Coastal Sentry not only strike down Mantaroth, but this trigger the Trample to allow Double Strike into Chimney Wallstop leaving it with dismantled armor. But the combined firewpower of my formation quickly cut down Kulu Mastermind into demise, and the bonus is Chimney claimed its second Bloodlust. The round are yet to end before Venari Marksrat and Drybone Rider launched their ranged attack to chip away few of Chimney armor and health.

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The 6th round initiated by Rush Townsed, cutting Coastal SEntry health by half. But the stake are high. If Chimney or Lava Launcher missed their attack, this might be the end of the battle. Coastal Sentry make a Double Strike to bring down Chimney to 3 health. Fortunately Chimney managed to strike down Coastal Sentry. Chimney claimed its third Bloodlust. But this only raised the bar of the battle as Drybone Rider now able to deliver quad attack, two melee and two ranged.

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The battle is almost reached its end. In round 7, Chimney Wallstop open with a kill on Venari Marksrat, which trigger Martyr to Drybone Rider. Drybone Rider with Double Strike and Trample triggered drill down deep into Fina Voxom. But still with Lava Launcher stood behind Vina Voxom, the chances is slim for my opponent.

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And so the battle finally ended when Fina Voxom and Rush Townsend deliver a combined strike which put down Drybone Rider for good.

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CONCLUSION

A could say Mantaroth and Rush Townsend are both the MVP for this battle. Mantaroth and its Shield help delay my opponent progress through the 5th round. And then Rush Townsend consistently deliver 4 ranged damage to quickly cripple the most important cards of my opponent.

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